/*
 * Update each tick
 * Time is the percentage of the way through the duration
 */
void PageTurn3D::update(float time)
{
    float tt = MAX(0, time - 0.25f);
    float deltaAy = (tt * tt * 500);
    float ay = -100 - deltaAy;

    float deltaTheta = sqrtf(time);
    float theta = deltaTheta>0.5?(float)M_PI_2*deltaTheta:(float)M_PI_2*(1-deltaTheta);

    float rotateByYAxis = (2-time)* M_PI;

    float sinTheta = sinf(theta);
    float cosTheta = cosf(theta);

    for (int i = 0; i <= _gridSize.width; ++i)
    {
        for (int j = 0; j <= _gridSize.height; ++j)
        {
            // Get original vertex
            Vec3 p = getOriginalVertex(Vec2(i ,j));

            p.x -= getGridRect().origin.x;
            float R = sqrtf((p.x * p.x) + ((p.y - ay) * (p.y - ay)));
            float r = R * sinTheta;
            float alpha = asinf( p.x / R );
            float beta = alpha / sinTheta;
            float cosBeta = cosf( beta );

            // If beta > PI then we've wrapped around the cone
            // Reduce the radius to stop these points interfering with others
            if (beta <= M_PI)
            {
                p.x = ( r * sinf(beta));
            }
            else
            {
                // Force X = 0 to stop wrapped
                // points
                p.x = 0;
            }

            p.y = ( R + ay - ( r * (1 - cosBeta) * sinTheta));

            // We scale z here to avoid the animation being
            // too much bigger than the screen due to perspective transform

            p.z = (r * ( 1 - cosBeta ) * cosTheta);// "100" didn't work for
            p.x = p.z * sinf(rotateByYAxis) + p.x * cosf(rotateByYAxis);
            p.z = p.z * cosf(rotateByYAxis) - p.x * sinf(rotateByYAxis);
            p.z/=7;
            //    Stop z coord from dropping beneath underlying page in a transition
            // issue #751
            if( p.z < 0.5f )
            {
                p.z = 0.5f;
            }

            // Set new coords
            p.x += getGridRect().origin.x;
            setVertex(Vec2(i, j), p);

        }
    }
}
Ejemplo n.º 2
0
QRectF GraphicsGridItem::boundingRect() const
{
    return getGridRect();
}